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| module Breakout
( component
) where
import Prelude
import CSS (background, block, display, rgb)
import Control.Monad.ST (for)
import Control.Monad.ST as ST
import Control.Monad.ST.Ref as STRef
import Data.Array as Array
import Data.Generic.Rep (class Generic)
import Data.Int as Int
import Data.Map (Map)
import Data.Map as Map
import Data.Maybe (Maybe(..), maybe)
import Data.Maybe as Maybe
import Data.Show.Generic (genericShow)
import Data.Traversable (traverse_)
import Data.Tuple (Tuple(..))
import Effect (Effect)
import Effect.Aff.Class (class MonadAff)
import Effect.Ref as EffectRef
import Effect.Uncurried (EffectFn1, runEffectFn1)
import Graphics.Canvas (CanvasElement, Dimensions)
import Graphics.Canvas as Canvas
import Halogen (SubscriptionId)
import Halogen as H
import Halogen.HTML as HH
import Halogen.HTML.CSS (style)
import Halogen.HTML.Core as HC
import Halogen.HTML.Events as HE
import Halogen.HTML.Properties as HP
import Halogen.Query.Event (eventListener)
import Halogen.Subscription as HS
import Halogen.Themes.Bootstrap4 as HB
import Math as Math
import Web.DOM.NonElementParentNode as NonElementParentNode
import Web.Event.Event as E
import Web.HTML (HTMLElement)
import Web.HTML as HTML
import Web.HTML.HTMLDocument as HTMLDocument
import Web.HTML.HTMLElement as HTMLElement
import Web.HTML.Window as Window
import Web.UIEvent.KeyboardEvent as KE
import Web.UIEvent.KeyboardEvent.EventTypes as KET
import Web.UIEvent.MouseEvent (MouseEvent)
import Web.UIEvent.MouseEvent as ME
import Web.UIEvent.MouseEvent.EventTypes as MET
type ModalDialogInfo
= { modalId :: String
, title :: String
, message :: String
}
foreign import showModalDialogImpl :: EffectFn1 String Unit
foreign import hideModalDialogImpl :: EffectFn1 String Unit
showModalDialog :: String -> Effect Unit
showModalDialog = runEffectFn1 showModalDialogImpl
hideModalDialog :: String -> Effect Unit
hideModalDialog = runEffectFn1 hideModalDialogImpl
data BrickStatus
= InActive
| Active
derive instance genericBrickStatus :: Generic BrickStatus _
derive instance eqBrickStatus :: Eq BrickStatus
instance showBrickStatus :: Show BrickStatus where
show = genericShow
newtype BricksIndex
= BricksIndex { row :: Int, column :: Int }
derive newtype instance showBricksIndex :: Show BricksIndex
derive newtype instance eqBricksIndex :: Eq BricksIndex
derive newtype instance ordBricksIndex :: Ord BricksIndex
newtype Brick
= Brick { x :: Number, y :: Number, status :: BrickStatus }
derive newtype instance showBrick :: Show Brick
type Bricks
= Map BricksIndex Brick
newtype Score
= Score Int
derive newtype instance showScore :: Show Score
raiseToScore :: Score -> Score
raiseToScore (Score s) = Score (s + 1)
reachThePassingScore :: Score -> Boolean
reachThePassingScore (Score s) = totalBricks == s
toStringScore :: Score -> String
toStringScore (Score s) = Int.toStringAs Int.decimal s
newtype Lives
= Lives Int
derive newtype instance showLives :: Show Lives
consumeLives :: Lives -> Maybe Lives
consumeLives = case _ of
(Lives lives)
| 1 < lives -> Just $ Lives (lives - 1)
_ -> Nothing
toStringLives :: Lives -> String
toStringLives (Lives lives) = Int.toStringAs Int.decimal lives
canvasId = "myCanvas" :: String
paddleHeight = 10.0 :: Number
paddleWidth = 75.0 :: Number
ballRadius = 10.0 :: Number
brickRowCount = 3 :: Int
brickColumnCount = 5 :: Int
totalBricks = (brickRowCount * brickColumnCount) :: Int
brickWidth = 75 :: Int
brickHeight = 20 :: Int
brickPadding = 10 :: Int
brickOffsetTop = 30 :: Int
brickOffsetLeft = 30 :: Int
firstScore = Score 0 :: Score
firstLives = Lives 3 :: Lives
type Dataset
= { x :: Number
, y :: Number
, dx :: Number
, dy :: Number
, paddleX :: Number
, leftPressed :: Boolean
, rightPressed :: Boolean
, mouseMoved :: Boolean
, mousePointClientX :: Int
, bricks :: Bricks
, score :: Score
, lives :: Lives
}
data GameSet
= OnGame
| RespawnGame
| GameOver
| GameClear
type State
= { maybeCanvas :: Maybe CanvasElement
, maybeEmitAnimationFrame :: Maybe SubscriptionId
, dataset :: Dataset
}
data Action
= Initialize
| Finalize
| HandleMouseMove MouseEvent
| HandleAnimationFrame
| HandleKeyDown KE.KeyboardEvent
| HandleKeyUp KE.KeyboardEvent
| HandleDialogCloseButton ModalDialogInfo
component :: forall query input output m. MonadAff m => H.Component query input output m
component =
H.mkComponent
{ initialState
, render
, eval:
H.mkEval
$ H.defaultEval
{ handleAction = handleAction
, initialize = Just Initialize
, finalize = Just Finalize
}
}
initialState :: forall i. i -> State
initialState _ =
{ maybeCanvas: Nothing
, maybeEmitAnimationFrame: Nothing
, dataset:
{ x: 0.0
, y: 0.0
, dx: 0.0
, dy: 0.0
, paddleX: 0.0
, leftPressed: false
, rightPressed: false
, mouseMoved: false
, mousePointClientX: 0
, bricks: Map.empty
, score: firstScore
, lives: firstLives
}
}
gameClearDialog :: ModalDialogInfo
gameClearDialog =
{ modalId: "gameClearDialog"
, title: "GAME CLEAR"
, message: "YOU WIN, CONGRATULATIONS!"
}
gameOverDialog :: ModalDialogInfo
gameOverDialog =
{ modalId: "gameOverDialog"
, title: "GAME OVER"
, message: "YOU LOSE"
}
render :: forall m. State -> H.ComponentHTML Action () m
render state =
HH.main [ HP.class_ HB.container ]
[ modalDialog gameClearDialog
, modalDialog gameOverDialog
, HH.div [ HP.class_ HB.row ] [ greeting ]
, HH.div [ HP.class_ HB.row ] [ accordion ]
, HH.div [ HP.classes [ HB.row, HB.justifyContentCenter ] ]
[ HH.canvas
[ HP.classes [ HB.m3, HB.border, HB.borderInfo ]
, style do
background (rgb 238 238 238)
display block
, HP.id canvasId
, HP.width 480
, HP.height 320
]
]
]
where
greeting =
HH.div [ HP.class_ HB.col ]
[ HH.h1 [ HP.classes [ HB.display4, HB.textCenter ] ] [ HH.text "BREAKOUT" ]
, HH.hr [ HP.class_ HB.my4 ]
, HH.p [ HP.class_ HB.lead ] [ HH.text "Use Arrow Keys or Mouse to play." ]
]
accordion =
HH.div
[ HP.classes [ HB.col, HB.accordion ]
, HP.id "accordionExample"
]
[ HH.div [ HP.class_ HB.card ] [ headingOne, collapseOne ]
, HH.div [ HP.class_ HB.card ] []
]
headingOne =
HH.div
[ HP.classes [ HB.cardHeader, HB.p0 ]
, HP.id "headingOne"
]
[ HH.button
[ HP.classes [ HB.btn, HB.btnOutlineInfo, HB.btnBlock ]
, HP.type_ HP.ButtonButton
, HP.attr (HC.AttrName "data-toggle") "collapse"
, HP.attr (HC.AttrName "data-target") "#collapseOne"
, HP.attr (HC.AttrName "area-controls") "collapseOne"
]
[ HH.text "いまの状態" ]
]
collapseOne =
HH.div
[ HP.classes [ HB.collapse ]
, HP.id "collapseOne"
, HP.attr (HC.AttrName "area-labelledby") "headingOne"
, HP.attr (HC.AttrName "data-parent") "#accordionExample"
, HP.attr (HC.AttrName "area-expanded") "false"
]
[ HH.div [ HP.class_ HB.cardBody ] [ HH.text $ show state.dataset ]
]
modalDialog :: forall m. ModalDialogInfo -> H.ComponentHTML Action () m
modalDialog input =
HH.div
[ HP.classes [ HB.modal, HB.fade, HB.show ]
, HP.id input.modalId
, HP.tabIndex (-1)
, HP.attr (HC.AttrName "role") "dialog"
, HP.attr (HC.AttrName "data-backdrop") "static"
, HE.onKeyDown \_ -> (HandleDialogCloseButton input)
]
[ HH.div
[ HP.classes [ HB.modalDialog, HB.modalDialogCentered ]
, HP.attr (HC.AttrName "role") "document"
]
[ HH.div [ HP.class_ HB.modalContent ]
[ HH.div [ HP.class_ HB.modalHeader ]
[ HH.h5 [ HP.class_ HB.modalTitle ] [ HH.text input.title ]
, HH.button
[ HP.class_ HB.close
, HP.type_ HP.ButtonButton
, HP.attr (HC.AttrName "data-dismiss") "modal"
, HP.attr (HC.AttrName "area-label") "Close"
, HE.onClick \_ -> (HandleDialogCloseButton input)
]
[ HH.span [ HP.attr (HC.AttrName "area-hidden") "true" ] [ HH.text "×" ] ]
]
, HH.div [ HP.class_ HB.modalBody ] [ HH.p_ [ HH.text input.message ] ]
, HH.div [ HP.class_ HB.modalFooter ]
[ HH.button
[ HP.classes [ HB.btn, HB.btnPrimary ]
, HP.type_ HP.ButtonButton
, HP.attr (HC.AttrName "data-dismiss") "modal"
, HE.onClick \_ -> (HandleDialogCloseButton input)
]
[ HH.text "Close" ]
]
]
]
]
handleAction :: forall output m. MonadAff m => Action -> H.HalogenM State Action () output m Unit
handleAction = case _ of
Initialize -> do
-- keyboard event
document <- H.liftEffect $ Window.document =<< HTML.window
H.subscribe' \_ ->
eventListener
KET.keydown
(HTMLDocument.toEventTarget document)
(map HandleKeyDown <<< KE.fromEvent)
H.subscribe' \_ ->
eventListener
KET.keyup
(HTMLDocument.toEventTarget document)
(map HandleKeyUp <<< KE.fromEvent)
-- mouse event
H.subscribe' \_ ->
eventListener
MET.mousemove
(HTMLDocument.toEventTarget document)
(map HandleMouseMove <<< ME.fromEvent)
-- request animation frame
sid <- H.subscribe $ emitRequestAnimationFrame HandleAnimationFrame
--
init <- H.liftEffect initialize
H.put init { maybeEmitAnimationFrame = Just sid }
Finalize -> do
(state :: State) <- H.get
maybe mempty H.unsubscribe state.maybeEmitAnimationFrame
HandleAnimationFrame -> do
(state :: State) <- H.get
case state.maybeCanvas of
Just canvas -> do
ret <- H.liftEffect $ draw canvas state.dataset
case ret.gameset of
GameOver -> H.liftEffect $ showModalDialog gameOverDialog.modalId
GameClear -> H.liftEffect $ showModalDialog gameClearDialog.modalId
RespawnGame -> do
respawndData <- H.liftEffect $ respawnDataset canvas ret.nextDataset
H.modify_ \st -> st { dataset = respawndData }
OnGame -> H.modify_ \st -> st { dataset = ret.nextDataset }
_ -> pure unit
HandleKeyDown ev
| KE.key ev == "Right" || KE.key ev == "ArrowRight" -> do
H.liftEffect $ E.preventDefault (KE.toEvent ev)
H.modify_ \st -> st { dataset { rightPressed = true } }
| KE.key ev == "Left" || KE.key ev == "ArrowLeft" -> do
H.liftEffect $ E.preventDefault (KE.toEvent ev)
H.modify_ \st -> st { dataset { leftPressed = true } }
| otherwise -> pure unit
HandleKeyUp ev
| KE.key ev == "Right" || KE.key ev == "ArrowRight" -> do
H.liftEffect $ E.preventDefault (KE.toEvent ev)
H.modify_ \st -> st { dataset { rightPressed = false } }
| KE.key ev == "Left" || KE.key ev == "ArrowLeft" -> do
H.liftEffect $ E.preventDefault (KE.toEvent ev)
H.modify_ \st -> st { dataset { leftPressed = false } }
| otherwise -> pure unit
HandleMouseMove ev ->
H.modify_ \st ->
st
{ dataset
{ mouseMoved = true, mousePointClientX = ME.clientX ev }
}
HandleDialogCloseButton info -> do
H.liftEffect $ hideModalDialog info.modalId
init <- H.liftEffect initialize
H.put init
where
initialize :: Effect State
initialize =
let
st = initialState unit
in
Canvas.getCanvasElementById canvasId
>>= case _ of
Nothing -> pure st
Just canvas -> do
respawnedDataset <- respawnDataset canvas st.dataset
let
bricks = coordinateBricks st.dataset.bricks
pure
$ st
{ maybeCanvas = Just canvas
, dataset = respawnedDataset { bricks = bricks }
}
respawnDataset :: CanvasElement -> Dataset -> Effect Dataset
respawnDataset canvas ds = do
dim <- Canvas.getCanvasDimensions canvas
pure
$ ds
{ x = dim.width / 2.0
, y = dim.height - 30.0
, dx = 2.0
, dy = (-2.0)
, paddleX = (dim.width - paddleWidth) / 2.0
}
htmlElementById :: String -> Effect (Maybe HTMLElement)
htmlElementById elementId = do
document <- Window.document =<< HTML.window
let
nonElementParentNode = HTMLDocument.toNonElementParentNode document
element <- NonElementParentNode.getElementById elementId nonElementParentNode
pure $ HTMLElement.fromElement =<< element
draw :: CanvasElement -> Dataset -> Effect { nextDataset :: Dataset, gameset :: GameSet }
draw canvas dataset = do
dim <- H.liftEffect $ Canvas.getCanvasDimensions canvas
ctx <- Canvas.getContext2D canvas
--
Canvas.clearRect ctx { x: 0.0, y: 0.0, width: dim.width, height: dim.height }
drawBall
drawPaddle dim
drawScore dim dataset.score
drawLives dim dataset.lives
drawBricks dataset.bricks
offsetLeft <- canvasElementOffsetLeft canvasId
pure $ nextDataset dataset dim offsetLeft
where
canvasElementOffsetLeft :: String -> Effect Number
canvasElementOffsetLeft elemId = do
maybeCanvasElement <- htmlElementById elemId
maybe (pure 0.0) HTMLElement.offsetLeft $ maybeCanvasElement
drawBall :: Effect Unit
drawBall = do
ctx <- Canvas.getContext2D canvas
--
Canvas.beginPath ctx
Canvas.arc ctx
{ x: dataset.x
, y: dataset.y
, radius: ballRadius
, start: 0.0
, end: Math.pi * 2.0
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
drawPaddle :: Dimensions -> Effect Unit
drawPaddle { height: height } = do
ctx <- Canvas.getContext2D canvas
--
Canvas.beginPath ctx
Canvas.rect ctx
{ x: dataset.paddleX
, y: height - paddleHeight
, width: paddleWidth
, height: paddleHeight
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
drawBricks :: Bricks -> Effect Unit
drawBricks =
traverse_
( case _ of
(Brick brick)
| brick.status == Active -> do
ctx <- Canvas.getContext2D canvas
Canvas.beginPath ctx
Canvas.rect ctx
{ x: brick.x
, y: brick.y
, width: Int.toNumber brickWidth
, height: Int.toNumber brickHeight
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
_ -> pure unit
)
drawScore :: Dimensions -> Score -> Effect Unit
drawScore _ score = do
ctx <- Canvas.getContext2D canvas
Canvas.setFont ctx "16px Arial"
Canvas.setFillStyle ctx "#0095DD"
Canvas.fillText ctx ("Score: " <> toStringScore score) 8.0 20.0
drawLives :: Dimensions -> Lives -> Effect Unit
drawLives { width: width } lives = do
ctx <- Canvas.getContext2D canvas
Canvas.setFont ctx "16px Arial"
Canvas.setFillStyle ctx "#0095DD"
Canvas.fillText ctx ("Lives: " <> toStringLives lives) (width - 65.0) 20.0
coordinateBricks :: Bricks -> Bricks
coordinateBricks bricks =
ST.run do
var <- STRef.new bricks
for 0 brickColumnCount \c ->
for 0 brickRowCount \r ->
let
key = BricksIndex { row: r, column: c }
value = coord Active key
in
STRef.modify (Map.insertWith modify key value) var
STRef.read var
where
modify :: Brick -> Brick -> Brick
modify (Brick current) (Brick new) = Brick new { status = current.status }
coord :: BrickStatus -> BricksIndex -> Brick
coord status (BricksIndex { row: r, column: c }) =
Brick
{ x: (c * (brickWidth + brickPadding)) + brickOffsetLeft # Int.toNumber
, y: (r * (brickHeight + brickPadding)) + brickOffsetTop # Int.toNumber
, status: status
}
nextDataset :: Dataset -> Dimensions -> Number -> { nextDataset :: Dataset, gameset :: GameSet }
nextDataset dataset@{ x: x, y: y, dx: dx, dy: dy } c canvasElementOffsetLeft =
let
{ nextGameSet: nextGameSet, nextLives: nextLives } = nextGameSetAndNextLives
in
{ nextDataset:
dataset
{ x = x + dx
, y = y + dy
, dx = nextDx
, dy = nextDy
, paddleX = nextPaddleX
, mouseMoved = false
, bricks = nextBricks
, score = nextScore
, lives = nextLives
}
, gameset: nextGameSet
}
where
maybeCollisionedBrick :: Maybe (Tuple BricksIndex Brick)
maybeCollisionedBrick = collisionDetection { x: x, y: y } dataset.bricks
updateBricks :: Tuple BricksIndex Brick -> Map BricksIndex Brick
updateBricks (Tuple k v) = Map.insert k v dataset.bricks
nextBricks :: Map BricksIndex Brick
nextBricks = maybe dataset.bricks updateBricks maybeCollisionedBrick
hitBrick :: Boolean
hitBrick = Maybe.isJust maybeCollisionedBrick
hitCeiling :: Boolean
hitCeiling = (y + dy) < ballRadius
hitFloor :: Boolean
hitFloor = (y + dy) > (c.height - ballRadius)
hitLeftWall :: Boolean
hitLeftWall = (x + dx) < ballRadius
hitRightWall :: Boolean
hitRightWall = (x + dx) > (c.width - ballRadius)
hitPaddle :: Boolean
hitPaddle = hitFloor && between dataset.paddleX (dataset.paddleX + paddleWidth) (x + dx)
nextScore :: Score
nextScore = if hitBrick then raiseToScore dataset.score else dataset.score
nextPaddleX :: Number
nextPaddleX =
let
relativeX = Int.toNumber dataset.mousePointClientX - canvasElementOffsetLeft
cond =
{ left: dataset.leftPressed
, right: dataset.rightPressed
, mouseMoved: dataset.mouseMoved
}
in
clamp 0.0 (c.width - paddleWidth) case cond of
{ left: false, right: true, mouseMoved: _ } -> dataset.paddleX + 7.0
{ left: true, right: false, mouseMoved: _ } -> dataset.paddleX - 7.0
{ left: _, right: _, mouseMoved: true } -> relativeX - paddleWidth / 2.0
_ -> dataset.paddleX
nextDx :: Number
nextDx = if hitLeftWall || hitRightWall then (-dx) else dx
nextDy :: Number
nextDy = case true of
_
| hitCeiling -> (-dy)
| hitPaddle -> (-dy)
| hitBrick -> (-dy)
| otherwise -> dy
nextGameSetAndNextLives :: { nextGameSet :: GameSet, nextLives :: Lives }
nextGameSetAndNextLives = case true of
_
| reachThePassingScore nextScore -> { nextGameSet: GameClear, nextLives: dataset.lives }
| hitFloor && (not hitPaddle) -> case consumeLives dataset.lives of
Just l -> { nextGameSet: RespawnGame, nextLives: l }
Nothing -> { nextGameSet: GameOver, nextLives: dataset.lives }
| otherwise -> { nextGameSet: OnGame, nextLives: dataset.lives }
collisionDetection :: { x :: Number, y :: Number } -> Bricks -> Maybe (Tuple BricksIndex Brick)
collisionDetection ball bricks =
inactivate
<$> ( Array.head
$ Map.toUnfoldableUnordered
$ Map.filterWithKey collidesBallAndBrick bricks
)
where
inactivate :: Tuple BricksIndex Brick -> Tuple BricksIndex Brick
inactivate (Tuple idx (Brick brick)) = Tuple idx $ Brick brick { status = InActive }
collidesBallAndBrick :: BricksIndex -> Brick -> Boolean
collidesBallAndBrick _ (Brick brick) = case brick.status of
InActive -> false
Active
| between brick.x (brick.x + (Int.toNumber brickWidth)) ball.x
&& between brick.y (brick.y + (Int.toNumber brickHeight)) ball.y -> true
| otherwise -> false
emitRequestAnimationFrame :: Action -> HS.Emitter Action
emitRequestAnimationFrame val =
HS.makeEmitter \emitter ->
H.liftEffect do
ref <- EffectRef.new Nothing
let
loop = do
emitter val
animationId <- Window.requestAnimationFrame loop =<< HTML.window
EffectRef.write (Just animationId) ref
loop
pure do
EffectRef.read ref >>= traverse_ \animationId -> HTML.window >>= Window.cancelAnimationFrame animationId
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